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No AA, but this still took 1.5 hours on my poor old P133 due to the six area
lights (three in each light bulb). And I forgot to put in the skeleton key
that I made.
Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"I don't like it, and I'm sorry I ever had anything to do with it."
- Erwin Schrodinger talking about Quantum Mechanics.
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Eric Freeman wrote:
>
> No AA, but this still took 1.5 hours on my poor old P133 due to the six area
> lights (three in each light bulb). And I forgot to put in the skeleton key
> that I made.
>
You should try MegaPov, it has the 'orient' keyword for area_lights. With it,
the area light is always facing the current point and you won't need three of
them to get uniform coverage.
You could also use double_illuminate to get more translucent lamp shades (I'd
suggest scattering media for translucency, but that could take a while on a
P133).
Nice lamps, but what is the shade resting on?
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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Seems to me there is a discrepancy about the lighting on the tabletop
compared with the illumination of those lamp shades. The shades should
be more intensely lit along the line of sight with the camera and the
veil-like transparency isn't conducive to the dark shadowing which
appears caused by them (the unlit portions of tabletop).
I realize this is where ray tracing gets it's reputation, with a need to
mimic true lighting conditions, and that's not always easy (or
possible?).
I see you're using another light in the room, maybe going with a
shadowless one would be best. Then you could get an ambience in the
room which appears to come from these two lamps.
That P133 actually seems to have done fairly well on the render-time.
Bob
"Eric Freeman" <eri### [at] datasynccom> wrote in message
news:392b35b3@news.povray.org...
| No AA, but this still took 1.5 hours on my poor old P133 due to the
six area
| lights (three in each light bulb). And I forgot to put in the
skeleton key
| that I made.
Post a reply to this message
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"Margus Ramst" <mar### [at] peakeduee> wrote in message
news:392B2A17.2E185BFD@peak.edu.ee...
>
> You should try MegaPov, it has the 'orient' keyword
> for area_lights. With it, the area light is always
> facing the current point and you won't need three of
> them to get uniform coverage.
I am using MegaPOV 0.5. The three area lights were needed beause one on any
plane would leave a "flat" area somewhere. I probably could get by with
just two (the x/y and y/z planes).
> You could also use double_illuminate to get more
> ranslucent lamp shades (I'd suggest scattering
> media for translucency, but that could take a while on
> a P133).
The lamp shades are really giving me problems.
> Nice lamps, but what is the shade resting on?
Uh... nothing. You're the first to notice that the lamps aren't finished
yet.
Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"I don't like it, and I'm sorry I ever had anything to do with it."
- Erwin Schrodinger talking about Quantum Mechanics.
Post a reply to this message
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Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"I don't like it, and I'm sorry I ever had anything to do with it."
- Erwin Schrodinger talking about Quantum Mechanics.
Post a reply to this message
Attachments:
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Preview of image 'key.jpg'
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Thing I like most about 3D rendering, the ability to move around within
a scene. Can't do that in epaint programs (except for zoom).
Bob
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On Tue, 23 May 2000 22:30:30 -0500 "Eric Freeman"
<eri### [at] datasynccom> wrote:
>The lamp shades are really giving me problems.
Making them more translucent rather than transparent would be more
realistic but I must admit that I like the way they look now and will
miss them <sniff>. Maybe you can use the texture of the current
lampshades in a set of window curtains someday...
The lighting is better compared with the previous posting.
--
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer
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Eric Freeman wrote:
>
> I am using MegaPOV 0.5. The three area lights were needed beause one on any
> plane would leave a "flat" area somewhere. I probably could get by with
> just two (the x/y and y/z planes).
>
That's exatly what 'orient' does - the area_light is not on any single plane, it
is always rotated to face the current intersection point. So you should get
uniform width penumbrae in all directions.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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"Margus Ramst" <mar### [at] peakeduee> wrote in message
news:392C6134.B427F8BA@peak.edu.ee...
>
> That's exatly what 'orient' does - the area_light is not on
> any single plane, it is always rotated to face the current
> intersection point. So you should get uniform width
> penumbrae in all directions.
Thanks for the tip. I guess it does pay to read the docs.
Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"I don't like it, and I'm sorry I ever had anything to do with it."
- Erwin Schrodinger talking about Quantum Mechanics.
Post a reply to this message
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